Пример #1
0
void PlayerNodeGoto::WriteNodeData( ILTMessage_Write &rMsg ) const
{
	rMsg.Writebool( m_bFaceForwardPitch );
	rMsg.Writebool( m_bFaceForwardYaw );
	rMsg.Writebool( m_bAlignPitch );
	rMsg.Writebool( m_bAlignYaw );
}
Пример #2
0
void TextureFX::WriteStageInfo(ILTMessage_Write& cMsg) const
{
	//write out each stage
	for(uint32 nCurrStage = 0; nCurrStage < NUM_STAGES; nCurrStage++)
	{
		//write out what has changed
		cMsg.Writeuint8((uint8)m_Stages[nCurrStage].m_nChanged);

		//if nothing has changed, don't bother to write out any more info about this stage
		if(m_Stages[nCurrStage].m_nChanged == 0)
			continue;
		
		cMsg.Writeuint32(m_Stages[nCurrStage].m_nID);

		//write out each of the changed values
		for(uint32 nCurrParam = 0; nCurrParam < NUM_VARS; nCurrParam++)
		{
			if(m_Stages[nCurrStage].m_nChanged & (1 << nCurrParam))
			{
				//a changed value, make sure to write it out
				cMsg.Writefloat(m_Stages[nCurrStage].m_fVars[nCurrParam]);
			}
		}
	}
}
Пример #3
0
void DynamicSectorVolume::WriteFXMessage( ILTMessage_Write &cMsg )
{
	cMsg.Writeuint8( m_nNumSectors );

	uint32 i;
	for ( i=0; i < m_nNumSectors; i++)
	{
		cMsg.Writeuint32( m_nSectorIds[i] );
	}
}
Пример #4
0
void ScatterVolume::WriteScatterInfo( ILTMessage_Write& cMsg )
{
	cMsg.WriteLTVector( m_vDims );
	cMsg.Writeuint32( m_nBlindDataIndex );
	cMsg.Writefloat( m_fHeight );
	cMsg.Writefloat( m_fWidth );
	cMsg.Writefloat( m_fMaxScale );
	cMsg.Writefloat( m_fTilt );
	cMsg.Writefloat( m_fWaveRate );
	cMsg.Writefloat( m_fWaveDist );
	cMsg.Writefloat( m_fMaxDrawDist );
	cMsg.WriteHString( m_hstrTextureName );
	cMsg.Writeuint32( m_bUseSaturate );
}
Пример #5
0
bool ScmdServer_Impl::SendMessage( HCLIENT hClient, ILTMessage_Write& msg )
{
	// Check if there's a client to receive this.
	if( hClient )
	{
		if( g_pLTServer->SendToClient( msg.Read(), hClient, MESSAGE_GUARANTEED ) != LT_OK )
			return false;

		return true;
	}

	// No client, send it to the serverapp.
	g_pLTServer->SendToServerApp( *( msg.Read( )));

	return true;
}
Пример #6
0
void DynamicOccluderVolume::WriteFXMessage( ILTMessage_Write &cMsg )
{
	cMsg.Writeuint8( m_nNumOccluders );

	uint32 i;
	for ( i=0; i < m_nNumOccluders; i++)
	{
		cMsg.Writeuint32( m_nOccluderIds[i] );
	}

	cMsg.Writeuint8( m_nNumRenderGroups );

	for ( i=0; i < m_nNumRenderGroups; i++)
	{
		cMsg.Writeuint8( m_nRenderGroups[i] );
	}
}
Пример #7
0
bool CServerMissionMgr::Save( ILTMessage_Write& msg, uint32 dwSaveFlags )
{
	msg.WriteString( m_sCampaignFile );

	msg.Writeuint8( m_Campaign.size( ));
	for( Campaign::iterator iter = m_Campaign.begin( ); iter != m_Campaign.end( ); iter++ )
	{
		msg.Writeuint8( *iter );
	}
	msg.Writeuint8( m_nCurCampaignIndex );

	msg.Writebool(m_ServerSettings.m_bUseSkills);
	msg.Writebool(m_ServerSettings.m_bFriendlyFire);
	msg.Writeuint8(m_ServerSettings.m_nMPDifficulty);
	msg.Writefloat(m_ServerSettings.m_fPlayerDiffFactor);


	return true;
}